BASS 0.9 - Copyright (c) 1999-2001 Ian Luck. All rights reserved.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Files that you should have found in the BASS "package"
======================================================
BASS.TXT      This file
BASS.DLL      The BASS module
BASS.CHM      BASS documentation
MO3.EXE       MO3 encoder
FILE_ID.DIZ   BBS description file
C\            C/C++ API and samples...
  BASS.H        BASS C/C++ header file
  BASS.LIB      BASS import library
  BASSTEST.EXE  BASS example program
  BASSTEST.C    Example program source-code
  BASSTEST.RC   Example program resource file
  BASSTEST.H    Example program resource header file
  CONTEST.EXE   BASS console example program
  CONTEST.C     Console example program source-code
  3DTEST.EXE    BASS 3D/A3D/EAX example program
  3DTEST.C      3D example program source-code
  3DTEST.RC     3D example program resource file
  3DTEST.H      3D example program resource header file
  ENGINE.WAV    3D example program test WAVE sample
  LOADNGET.C    LoadLibrary/GetProcAddress example source-code
  LOADNGET.RC   LoadLibrary/GetProcAddress example resource file
  DSPTEST.C     DSP example program source-code
  DSPTEST.RC    DSP example program resource file
  DSPTEST.H     DSP example program resource header file
VB\           Visual Basic API and samples...
  README.TXT    VB notes
  BASS.BAS      BASS Visual Basic Module file
  BASSTEST.VBP  Example program project file
  FRMMAIN.FRM   Main Form for BASSTEST Project
  3DTEST.VBP    3D example program Project File
  FRM3D.FRM     Main Form for 3D example program
  FRM3D.FRX     VB Data file to accompany FRM3D.FRM
DELPHI\       Delphi API and samples...
  BASS.PAS      BASS Delphi unit
  3DTEST\       BASS 3D/A3D/EAX example project
    D3TEST.DPR    Project file
    D3TEST.DOF    Project options file
    DTMAIN.PAS    Main unit
    DTMAIN.DFM    Main form
    DTSELECT.PAS  Device selector unit
    DTSELECT.DFM  Device selector form
  BASSTEST\     BASS example project
    BASSTEST.DPR  Project file
    BASSTEST.DOF  Project options file
    BTMAIN.PAS    Main unit
    BTMAIN.DFM    Main form
  CONTEST\      BASS console example project
    CONTEST.DPR   Project file
    CONTEST.DOF   Project options file
  DSPTEST\      DSP example project
    DSPTEST.DPR   Project file
    DSPTEST.DOF   Project options file
    DTMAIN.PAS    Main unit
    DTMAIN.DFM    Main form
  STREAMTEST\   BASS stream example project
    STREAMTEST.DPR  Project file
    STREAMTEST.DOF  Project options file
    STMAIN.PAS    Main unit
    STMAIN.DFM    Main form
  DYNAMIC\      Dynamic-loading Delphi API
    README.TXT    Dynamic-loading Delphi API notes
    DYNAMIC_BASS.PAS  Dynamic-loading Delphi unit
    BASSTEST.DPR  Example project file
    BASSTEST.DOF  Example project options file
    BTMAIN.PAS    Example main unit
    BTMAIN.DFM    Example main form
TMT\          TMT Pascal API and samples...
  BASS.PAS      BASS TMT Pascal unit
  CONTEST\
    CONTEST.CFG
    CONTEST.PAS   Console example program source-code
  DSPTEST\
    DSPTEST.CFG
    DSPTEST.PAS   DSP example program source-code
    DSPTEST.RES   DSP example program resource file


NOTE: The BASS ZIP should be decompressed with the directory stucture
      maintained.

NOTE: To run the sample EXEs, first you'll have to copy BASS.DLL into
      the same directory as the EXEs. Or, you could put it somewhere
      in the path (eg. the WINDOWS directory).


What's the point?
=================
BASS is a sound system for use in Windows 95/98/ME/NT/2000 software.
It's purpose is to provide powerful (yet easy to use) sample, stream,
MOD music, and audio CD playback functions.

See the documentation for descriptions of all the BASS functions. You
will need to have Internet Explorer installed to view the documentation.
The BASS.H file also contains brief descriptions of the BASS functions.
You should also see the included example program source-codes for some
examples of how to use BASS in your own programs.


Requirements
============
BASS requires DirectX 3 or above, so it not only works with Windows
95/98/ME/2000, but also Windows NT 4.0 (with service pack 4). BASS does
not require that a soundcard with DirectSound/DirectSound3D hardware
accelerated drivers is installed, but it does improve performance if
there is one. BASS also takes advantage of MMX acceleration, which
improves the performance of the MOD music playback.


Main Features
=============
* WAV samples
- supports mono/stereo 8/16 bit samples (including compressed)

* Custom samples
- generate or load custom samples

* Sample streams
- stream any sample data in mono/stereo 8/16 bit

* File streams
- MP1/MP2/MP3 and WAV (including compressed) file streaming

* Internet file streaming
- stream MP1/MP2/MP3 and WAV (inc. compressed) files from the internet

* MOD music
- uses the XMPlay engine = best accuracy and quality

* MO3 music
- MP3 compressed MOD music

* CD audio
- play any track with a single function call

* Synchronization
- synchronize events in your program to the music

* User defined DSP functions
- custom effects may be applied to musics and streams

* 3D sound
- play samples/streams/musics in any 3D position

* Environmental Audio eXtensions (EAX)
- enhanced 3D sound with 3D reverberations

* DirectX 7 features
- support for 3D algorithm and voice management features

* Free!
- you may freely use BASS in your freeware games/demos/etc...


Samples
=======
BASS supports compressed and non-compressed mono/stereo 8/16 bit WAV
samples. Samples may be loaded from a file or a memory location. When
possible, samples are loaded into the hardware, so that they benefit
from "hardware acceleration". Use BASS_GetInfo to see which (if any)
sample formats are supported by the hardware.

You can set the max number of simultaneous playbacks for each sample,
and the override method to use when the max number has been reached.
The sample rate, volume, panning and looping are adjustable for each
playing sample.

BASS also allows you to use other sample formats (ie. not only WAVs),
by letting you generate the sample data.

NOTE: DirectSound only allows complete sample looping, you can't loop
      just a part of the sample.


Streams
=======
You can play a large amount of sample data without requiring a large
amount of memory, by using a sample stream. BASS allows streaming in
mono/stereo and 8/16 bit. The sample rate, volume and panning are
adjustable for each stream. Multiple sample streams can be played
simultaneously.

There are two options for streaming, either BASS streams it for you
(MP1/MP2/MP3 and WAV formats), or you create a function to write the
stream data. By creating your own stream writer functions, you can play
any sample format that is not supported by BASS, by decoding the data
into a stream.

BASS can automatically stream MP1/MP2/MP3 and WAV files, from a file,
memory location or the internet. WAV files can be compressed with any
CODEC, but the CODEC must be installed on the user's computer for the
WAV to be decoded.


MOD Music
=========
BASS's MOD playback is based on the XMPlay engine. The XM/IT/MOD/S3M/MTM
formats are supported, with FastTracker2 and ProTracker1 options also
available for the MOD files. MODs can be loaded from a file or a memory
location. The MOD's samples are interpolated during mixing for superior
sound quality.

The looping, ramping (click removal), volume, amplification, and panning
seperation settings are all configurable, as is the balance and playback
rate. XMPlay's surround sound can also be applied to the music to give
the sound more "body". Multiple MOD musics can be played simultaneously.

You can synchronize events in your program to when a MOD reaches chosen
positions, and/or to when chosen instruments are played. The number of
synchronizers used is unlimited.


MO3 Music
=========
MO3s are treated and used in exactly the same way as normal MOD musics.
The advantage of MO3s is that they can be a lot smaller with virtually
identical quality. Playing a MO3 does not use any more CPU power than
playing the original MOD version does. The only difference is a slightly
longer load time as the samples are being decoded.

MO3s are created using the provided MO3 encoder. The MO3 encoder uses
an external MP3 encoder to compress the samples. Settings for MP3ENC,
BLADEENC and LAME are provided.

MP3ENC has a good sound quality and generally maintains the sample shape
very well, but it is shareware (ie. not free). BLADEENC is freeware and has
a fairly good sound quality, but it tends to slightly shortens the samples
which can be especially troublesome with looped samples. LAME's sound quality
is very good, and it usually also maintains the sample shape well (BEST AT
SAMPLE RATES OF 32000HZ AND ABOVE). It also supports Variable Bit Rate (VBR)
encoding, and is freeware.

MP3ENC, BLADEENC and LAME are available from these websites:
	http://www.iis.fhg.de/amm/download/mp3enc/index.html
	http://www.bladeenc.cjb.net/
	http://dkutsanov.chat.ru/

Any other command-line MP3 encoder can also be used.

Some sounds do not like MP3 compression, so MO3 also provides a lossless
compression that will on average reduce samples to around 50% of their
size. The rest of the MOD structure is also compressed. This all means
that you can greatly reduce the size of MOD musics without even using
any MP3 compression.

A few tips when creating MO3s:
* Use 16-bit samples... MP3 only works with 16-bit samples, 8-bit
  samples are converted to 16-bit first, doubling their size. So you
  may as well take advantage of the extra quality of 16-bit samples
  when creating the original MOD versions.
* Finetune the encoder settings for each sample... to get the best
  quality to size ratio don't just use the compression level slider.
  All samples vary in the amount that they can be compressed before
  losing too much quality.
* Pay particular attention to looped samples... MP3 does not maintain
  the sample shape exactly (some encoders more than others), so a loop
  that normally sounds correct may produce a "click" or have a gap in
  the MP3 version. If you're using LAME, then set the sample rate to
  32000hz or above for best results.


CD Audio
========
The CD system is seperate from the other functions in BASS, it doesn't
require DirectSound or any other special libraries to be installed.
BASS makes playing CD audio very simple... there's nothing more to say!


3D Sound
========
If you are at all familiar with DirectSound3D, then you should have no
problem using the 3D functions of BASS. But, even if you have not used
DS3D it shouldn't be too hard to do 3D sound, see the example source
file 3DTEST.C for a simple example of using 3D sound in BASS.

To enable 3D sound, simply use the BASS_DEVICE_3D flag with BASS_Init.
Then use the BASS_SAMPLE_3D/BASS_MUSIC_3D flag when loading/creating a
sample/stream/MOD music to enable 3D functionality on it.

3D sound sources are mono, the left/right components are calculated by
the 3D engine. When using a stereo sound in 3D, it is converted to mono
during playback, which is a bit of needless processing (as well as a
waste of memory). So your 3D sounds should be mono in the first place.
MOD musics are automatically mixed in mono when used in 3D, but it is up
to you to use mono samples and streams in 3D. Because 3D channels are
mono, playing MOD musics and streams in 3D can actually require less CPU
than in plain stereo, because less software mixing is required, assuming
the 3D mixing is being done by the hardware.

3D sounds and non-3D sounds can be played together, it's not a matter of
all 3D or else none 3D.

EAX greatly enhances the 3D sound by reverberating the sounds to mimic
the behaviour of a real environment. There are plenty of different types
of environment to choose from, see the EAX_ENVIRONMENT_xxx flags for a
complete list. Presets (EAX_PRESET_xxx) are provided, but the EAX reverb
parameters can also be fine tuned to taste. The amount of reverb applied
to each channel can be adjusted, or as is the default, EAX can calculate
the reverb automatically, based on the distance of the sound from the
listener.

EAX affects 3D channels only, "normal" channels are unaffected by it.
For the EAX effects to be heard, it requires that the user's soundcard
supports EAX, and that DirectX 5 or above is installed.

To enable the A3D functions you must use the BASS_DEVICE_A3D flag with
BASS_Init. The usage of the A3D functions require the user to have A3D
drivers installed, otherwise BASS_Init will fail.


Using BASS
==========
C/C++, Visual Basic and Delphi BASS APIs are provided, to use BASS with
another language you'll first have to convert the header file. Or, as a
last resort, you could use LoadLibrary and GetProcAddress.

One benefit of the LoadLibrary method is that it allows you to "look"
for the correct BASS version, because you can load and unload BASS.DLL
at any time. This also allows those who'ld prefer not to have a seperate
DLL to store it with the program (eg. in a resource), write it to disk,
load it, use it, free it and delete it.

The major downside, is that you have to manually import each function
that you use, using the GetProcAddress function. But it has been made
a lot simpler to import BASS this way by the use of the BASSDEF #define.
Here's a small example:

#define BASSDEF(f) (WINAPI *f) // define the functions as pointers
#include "bass.h"
...
HINSTANCE bass=LoadLibrary("BASS.DLL"); // load BASS
BASS_Init=GetProcAddress(bass,"BASS_Init"); // get BASS_Init
BASS_Init(-1,44100,0,hWnd); // call BASS_Init

See the LOADNGET.C file for a more complete example.

There is no guarantee that all future BASS versions will be compatible
with all previous versions, so your program should use BASS_GetVersion
to check the version that is loaded. This also means that you should
put BASS.DLL in the same directory as your program (not just somewhere
in the path), to avoid the possibility of a wrong version being loaded.

If you are updating your software from a previous BASS version, then
you should check the "History" section (below), to see which (if any)
of the functions that you are using have been affected by a change.

To use BASS with Borland C++ Builder, you'll first have to create a
Borland C++ Builder import library for it. This is done by using the
IMPLIB tool that comes with Borland C++ Builder. Simply execute this:

	IMPLIB BASSBCB.LIB BASS.DLL

... and then use BASSBCB.LIB in your projects to import BASS.


Latest Version
==============
The latest version of BASS can always be found at the BASS homepage:

        http://www.un4seen.com/music/


Copyright, Disclaimer, and all that other jazz
==============================================
The BASS library is free for non-money making use... if you are
not charging for the software, then you can use BASS in it for
free (a mention in the credits would be nice though!). If you
wish to use BASS in shareware or commercial products, then see
the next section.

This software is provided "as is", without warranty of ANY KIND,
either expressed or implied, including but not limited to the
implied warranties of merchantability and/or fitness for a
particular purpose. The author shall NOT be held liable for
ANY damage to you, your computer, or to anyone or anything else,
that may result from its use, or misuse. Basically, you use it
at YOUR OWN RISK.

Usage of BASS indicates that you agree to the above conditions.

You may freely distribute the BASS package as long as NO FEE is
charged and all the files remain INTACT AND UNMODIFIED.

All trademarks and other registered names contained in the BASS
package are the property of their respective owners.


BASS in shareware and commercial software?
==========================================
BASS is available for use in your shareware and commercial software.
The license types available are as follows:

SHAREWARE: Allows the usage of BASS in an unlimited number of your
shareware products.

SINGLE COMMERCIAL: Allows the usage of BASS in a single commercial
product.

UNLIMITED COMMERCIAL: Allows the usage of BASS in an unlimited number
of your commercial products. This license is on a per site basis. So
if your company has two sites and both use BASS, then two licenses are
required.

In all cases there are no royalties to pay, and you can use all future
BASS updates without further cost. One license covers one person or
entity and is not transferable.

These licenses do not allow reselling of BASS, ie. as part of another
development library. If none of these licenses match your requirements,
or if you have any questions about using BASS in shareware/commercial
software, then please get in touch (email: bass@un4seen.com).

Visit the BASS website for the latest pricing:

        http://www.un4seen.com/music/


History
=======
These are the major (and not so major) changes at each version
stage. There are ofcourse bug fixes and other little improvements
made along the way too! To make upgrading simpler, all functions
affected by a change to the BASS interface are listed.

0.9 - 18/4/2001
---------------
* Internet file streaming
	BASS_StreamCreateURL
* MP1 & MP2 (MPEG layer 1 & 2) support
	BASS_StreamCreateFile/URL
* MPEG 2.5 support (12000/11025/8000hz sample rates)
	BASS_StreamCreateFile/URL
* Decoding/download/end file stream position retrieval
	BASS_StreamGetFilePosition
* XMPlay surround sound for MOD musics
	BASS_MUSIC_SURROUND (BASS_MusicLoad/PlayEx flag)
	BASS_MUSIC_SURROUND2 (BASS_MusicLoad/PlayEx flag)
* Restrict the download rate of internet file streams
	BASS_STREAM_RESTRATE (BASS_StreamCreateURL flag)
* Check if an internet file stream is stalled
	BASS_ChannelIsActive
* Automatically free a stream when it stops or ends
	BASS_STREAM_AUTOFREE (BASS_StreamCreate/File/URL flag)
* Leave the volume as it is during initialization
	BASS_DEVICE_LEAVEVOL (BASS_Init flag)
* Number of CD tracks retrieval
	BASS_CDGetTracks
* CD track length retrieval
	BASS_CDGetTrackLength
* Exact stream length set after whole file is streamed
	BASS_StreamGetLength
* TMT Pascal API and samples
* Dynamic-loading Delphi API

0.8a - 28/2/2000
----------------
* Updated Delphi API and samples

0.8 - 24/1/2000
---------------
* Improved MP3 performance on P2/K6 and above CPUs - fast!
* User DSP functions on streams and MOD musics
	BASS_ChannelSetDSP
	BASS_ChannelRemoveDSP
* DX7 voice allocation & management
	BASS_SAMPLE_VAM (BASS_SampleLoad/Create flag)
	BASS_VAM_xxx flags
	BASS_SAMPLE (vam/priority members)
* DX7 software 3D algorithm selection
	BASS_Set3DAlgorithm
* DirectSound interface retrieval
	BASS_GetDSoundObject
* Log/linear volume & panning curves
	BASS_SetLogCurves
* User data passed to callback functions
	STREAMPROC - BASS_StreamCreate
	SYNCPROC - BASS_ChannelSetSync
* New synchronizer
	BASS_SYNC_MUSICFX
* New synchronizer flag
	BASS_SYNC_MIXTIME
* Disable synchronizers option - saves a little CPU time
	BASS_DEVICE_NOSYNC (BASS_Init flag)
* Hi-res floating-point CPU usage monitoring
	BASS_GetCPU
* Wait for playback to start when playing a CD
	BASS_CDPlay
* DirectSound (dsound.dll) version retrieval
	BASS_INFO (dsver member)
* Removed volume sliding functions (they were fairly pointless)
	BASS_SlideVolume
	BASS_IsSliding
* MO3: read/write encoder settings
* MO3: remove inst/samp/message texts now optional
* MO3: LAME encoder settings

0.7 - 3/10/1999
---------------
* MO3 (MP3 compressed MODs)
* A3D functions
	BASS_DEVICE_A3D (BASS_Init flag)
	BASS_INFO (a3d member)
	BASS_SetA3DResManager
	BASS_GetA3DResManager
	BASS_SetA3DHFAbsorbtion
	BASS_GetA3DHFAbsorbtion
* Music/stream immediate sample data retrieval
	BASS_ChannelGetData
* File stream (WAV/MP3) length retrieval
	BASS_StreamGetLength
	BASS_StreamGetBlockLength
* File stream seeking
	BASS_ChannelSetPosition
* Mono MP3 option (lower CPU usage)
	BASS_StreamCreateFile
* Music length retrieval
	BASS_MusicGetLength
* Music name retrieval
	BASS_MusicGetName
* Stop notes when moving MOD music position
	BASS_MUSIC_POSRESET (BASS_MusicLoad/BASS_MusicPlayEx flag)
* BASS_ERROR_FREQ - invalid sample rate error code
	BASS_SampleCreate
	BASS_SamplePlayEx
	BASS_SamplePlay3DEx
	BASS_StreamCreate
	BASS_ChannelSetAttributes
* Delphi and VB APIs

0.6a - 26/7/1999
----------------
* Half rate MP3 option (lower CPU usage)
	BASS_MP3_HALFRATE
* Loading/streaming from file offsets
	BASS_MusicLoad
	BASS_SampleLoad
	BASS_StreamCreateFile
* Global music/sample/stream volume levels
	BASS_SetGlobalVolumes
	BASS_GetGlobalVolumes
* Other new function
	BASS_SampleStop
* New synchronizer
	BASS_SYNC_END
* New sample overrider
	BASS_SAMPLE_OVER_DIST
* LoadLibrary/GetProcAddress instructions and example

0.5 - 4/7/1999
--------------
* Documentation!
* File streaming (MP3 and WAV)
	BASS_StreamCreateFile
* Custom generated samples
	BASS_SampleCreate
	BASS_SampleCreateDone
* Other new function
	BASS_MusicSetPositionScaler
* Renamed function
	BASS_ChannelClearSync -> BASS_ChannelRemoveSync
* Alterations made to
	BASS_ChannelGetPosition
	BASS_SampleLoad
	BASS_StreamPlay

0.4 - 30/3/1999
---------------
* Compressed WAV samples support (using audio CODECs)
* Updated CD volume handling - now works with SB Live
* More linear channel volume/pan scales (were slightly off before)
* "no sound" device option
* 3D sound functions
	BASS_Set3DFactors
	BASS_Get3DFactors
	BASS_Set3DPosition
	BASS_Get3DPosition
	BASS_Apply3D
	BASS_SamplePlay3D
	BASS_SamplePlay3DEx
	BASS_ChannelSet3DAttributes
	BASS_ChannelGet3DAttributes
	BASS_ChannelSet3DPosition
	BASS_ChannelGet3DPosition
* EAX functions
	BASS_SetEAXParameters
	BASS_GetEAXParameters
	BASS_ChannelSetEAXMix
	BASS_ChannelGetEAXMix
* Other new functions
	BASS_GetDeviceDescription
	BASS_SetBufferLen
	BASS_ChannelGetFlags
	BASS_ChannelPause
	BASS_ChannelResume
	BASS_ChannelSetPosition
* Replaced function
	BASS_CDResume -> BASS_ChannelResume
* Alterations made to
	BASS_Init
	BASS_CDInit
	BASS_SampleLoad
	BASS_StreamPlay
	BASS_INFO structure
	BASS_SAMPLE structure
	BASS_DEVICE_xxx flags
	BASS_SAMPLE_xxx flags

0.3 - 8/3/1999
--------------
* Synchronization functions
	BASS_ChannelSetSync
	BASS_ChannelClearSync
* Other new functions
	BASS_GetVersion
	BASS_ChannelGetPosition
	BASS_ChannelGetLevel
	BASS_ChannelGetAttributes
	BASS_ChannelSetAttributes
* Replaced functions
	BASS_MusicStop -> BASS_ChannelStop
	BASS_MusicSetVolume -> BASS_ChannelSetAttributes
	BASS_CDStop -> BASS_ChannelStop
	BASS_CDSetVolume -> BASS_ChannelSetAttributes
	BASS_CDGetVolume -> BASS_ChannelGetAttributes
	BASS_ChannelUpdate -> BASS_ChannelSetAttributes
* Alterations made to
	BASS_MusicPlayEx
	BASS_StreamPlay
	BASS_INFO structure

0.2 - 28/2/1999
---------------
* First public release


Credits
=======
Delphi API - Titus Miloi (titus.a.m@t-online.de)
Dynamic Delphi API - Rogier Timmermans (MagicRT@hotmail.com)
TMT Pascal API - Vadim Bodrov (support@tmt.com)


Bug reports, Suggestions, Comments, Enquiries, etc...
=====================================================
If you have any of the aforementioned you can email:

        bass@un4seen.com

